GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
}
- GL_DepthTest(true);
+ GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
firstpass = false;
colorscale = 1.0f;
for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
{
if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->flags & ALIASSKIN_TRANSPARENT)
- R_MeshQueue_AddTransparent(ent->origin, R_DrawAliasModelCallback, ent, meshnum);
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawAliasModelCallback, ent, meshnum);
else
R_DrawAliasModelCallback(ent, meshnum);
}